Commit Graph

25 Commits

Author SHA1 Message Date
hecks fcff9f2911
Remove "generate normal maps" feature (#10313)
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
2020-09-14 19:27:25 +02:00
mntmn 44c98089cf
shaders: Fix transparency on GC7000L (#10036)
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
2020-08-25 20:49:51 +02:00
lhofhansl 5fde69798c
Simple shader fixes. (#8991)
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
2019-09-26 13:57:39 -07:00
numberZero 74afe6fe6b Fix fog weirdness (#5146) 2017-01-31 08:42:39 +01:00
Lars Hofhansl 923a8f1983 Shaders: Remove unnecessary 'if' statements
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating
it for each fragment.
Remove if (fogDistance != 0.0).
2016-12-24 00:22:16 +00:00
Lars Hofhansl 075833e393 Fog: Make fraction of visible distance at which fog starts configurable
Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
2016-12-07 04:07:54 +00:00
Rogier-5 5f0dc8e78a Fix unexplained shader issue (glsl compiler bug??) (#4757) 2016-11-17 02:56:05 +10:00
lhofhansl 198ed60cab Shaders: Remove special handling for liquids. (#4670) 2016-10-26 16:24:45 +02:00
Lars Hofhansl 98176481c1 Shaders: Apply tone mapping before fog calculation. 2016-10-25 07:49:19 +02:00
Lars Hofhansl 779d2c5f64 Shaders: Harmonize Irrlicht and shader fog calculations 2016-10-24 07:41:00 +01:00
Lars Hofhansl 0ad40fd484 Use range-based fog instead of z-plane based. 2016-10-13 23:30:15 +02:00
RealBadAngel e8a3d22cbe Shaders: fix fog not affecting opaque liquids 2016-02-23 23:51:41 +00:00
RealBadAngel eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
RealBadAngel a64d78a37e Speed up and make more accurate relief mapping
using linear + binary search.
2015-12-10 18:24:11 +01:00
RealBadAngel 8b8d17b22b Remove use of engine sent texture tiling flags - theyre no longer needed 2015-08-20 02:41:40 +02:00
RealBadAngel 655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
RealBadAngel 8a85e5e58d Shaders fixes and cleanup relief mapping code. 2015-07-02 21:36:45 +02:00
RealBadAngel 1455267c9e Bugfix: variable type mismatch 2015-06-28 21:11:54 +02:00
RealBadAngel 53efe2ef42 Remove textures vertical offset. Fix for area enabling parallax. 2015-06-21 00:11:09 +02:00
RealBadAngel 43fcfbfe05 Improved parallax mapping. Generate heightmaps on the fly. 2015-06-14 21:13:36 +02:00
Loic Blot 46821f1156 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-16 20:54:04 +10:00
Craig Robbins 516f1bcd16 Revert "Optimize bumpmapping mathematics"
This reverts commit 148fffb0f2.
2015-01-16 01:30:03 +10:00
Loic Blot 148fffb0f2 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
RealBadAngel a0f78659f3 Improved faces shading with and without shaders. 2014-06-17 00:56:17 +02:00
RealBadAngel 6c98fd6658 Unite nodes shaders.
Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
2014-06-15 05:40:33 +02:00